• Title/Summary/Keyword: Knowledge-based Design System

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A Study on the Meaning Landscape and Environmental Design Techniques of Yoohoedang Garden(Hageowon : 何去園) of Byulup(別業) Type Byulseo(別墅) (별업(別業) '유회당' 원림 하거원(何去園)의 의미경관 해석과 환경설계기법)

  • Shin, Sang-sup;Kim, Hyun-wuk
    • Korean Journal of Heritage: History & Science
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    • v.46 no.2
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    • pp.46-69
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    • 2013
  • The results of study on the meaning landscape and environmental design techniques of the Byulup, Yoohoedang garden(Hageowon) based on the story in the collection of Kwon Yi-jin (Yoohoedangjip, 有懷堂集), are as below. First, Yoohoedang Kwon Yi-jin (有懷堂 權以鎭 : 1668~1734) constructed a Byulup garden consisting of ancestor grave, Byulup, garden, and a school, through 3 steps for 20 years in the back hill area of Moosoo-dong village, south of Mountain Bomun in Daejeon. In other words, he built the Byulup(別業, Yoohoedang) by placing his father's grave in the back hill of the village, and then constructed Yoegeongam(餘慶菴) and Geoupjae(居業齋) for protection of the pond(Napoji, 納汚池), garden(Banhwanwon, 盤桓園), and ancestor graves, and descendants' studying in the middle stage. He built an extension in Yoohoedang and finally completed the large-size garden (Hageowon) by extending the east area. Second, in terms of geomancy sense, Yoohoedang Byulup located in Moosoo-dong village area is the representative example including all space elements such as main living house (the head family house of Andong Kwon family), Byulup (Yoohoedang), ancestor graves, Hagoewon (garden) and Yoegeongam (cemetery management and school) which byulup type Byulseo should be equipped with. Thirdly, there are various meaning landscape elements combining the value system of Confucianism, Buddhism and Taoism value, including; (1) remembering parents, (2) harmonious family, (3) integrity, (4) virtue, (5) noble personality, (6) good luck, (7) hermit life, (8) family prosperity and learning development, (9) grace from ancestors, (10) fairyland, (11) guarding ancestor graves, and (12) living ever-young. Fourth, after he arranged ancestor graveyard in the back of the village, he used surrounding natural landscapes to construct Hagoewon garden with water garden consisting of 4 mountain streams and 3 ponds for 13 years, and finally completed a beautiful fairyland with 5 platforms, 3 bamboo forests, as well as the Seokgasan(石假山, artificial hill). Fifth, he adopted landscape plantation (28 kinds; pine, maple, royal azalea, azalea, persimmon tree, bamboo, willow, pomegranate tree, rose, chinensis, chaenomeles speciosa, Japanese azalea, peach tree, lotus, chrysanthemum, peony, and Paeonia suffruticosa, etc.) to apply romance from poetic affection, symbol and ideal from personification, as well as plantation plan considering seasonal landscapes. Landscape rocks were used by intact use of natural rocks, connecting with water elements, garden ornament method using Seokyeonji and flower steps, and mountain Seokga method showing the essence of landscape meanings. In addition, waterscape are characterized by active use of water considering natural streams and physio-graphic condition (eastern valley), ecological corridor role that rhythmically connects each space of the garden and waterways following routes, landscape meaning introduction connecting 'gaining knowledge by the study of things' values including Hwalsoodam(活水潭, pond), Mongjeong(蒙井, spring), Hosoo(濠水, stream), and Boksoo(?水, stream), and sensuous experience space construction with auditory and visualization using properties of landscape matters.

Automated-Database Tuning System With Knowledge-based Reasoning Engine (지식 기반 추론 엔진을 이용한 자동화된 데이터베이스 튜닝 시스템)

  • Gang, Seung-Seok;Lee, Dong-Joo;Jeong, Ok-Ran;Lee, Sang-Goo
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.06a
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    • pp.17-18
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    • 2007
  • 데이터베이스 튜닝은 일반적으로 데이터베이스 어플리케이션을 "좀 더 빠르게" 실행하게 하는 일련의 활동을 뜻한다[1]. 데이터베이스 관리자가 튜닝에 필요한 주먹구구식 룰(Rule of thumb)들을 모두 파악 하고 상황에 맞추어 적용하는 것은 비싼 비용과 오랜 시간을 요구한다. 그렇게 때문에 서로 다른 어플 리케이션들이 맞물려 있는 복잡한 서비스는 필수적으로 자동화된 데이터베이스 성능 관리와 튜닝을 필 요로 한다. 본 논문에서는 이를 해결하기 위하여 지식 도매인(Knowledge Domain)을 기초로 한 자동화 된 데이터베이스 튜닝 원칙(Tuning Principle)을 제시하는 시스템을 제안한다. 각각의 데이터베이스 튜닝 이론들은 지식 도매인의 지식으로 활용되며, 성능에 영향을 미치는 요소들을 개체(Object)와 콘셉트 (Concept)로 구성하고 추론 시스템을 통해 튜닝 원칙을 추론하여 쉽고 빠르게 현재 상황에 맞는 튜닝 방법론을 적용시킬 수 있다. 자동화된 데이터베이스 튜닝에 대해 여러 분야에 걸쳐 학문적인 연구가 이루어지고 있다. 그 예로써 Microsoft의 AutoAdmin Project[2], Oracle의 SQL 튜닝 아키텍처[3], COLT[4], DBA Companion[5], SQUASH[6] 등을 들 수 있다. 이러한 최적화 기법들을 각각의 기능적인 방법론에 따라 다시 분류하면 크게 Design Tuning, Logical Structure Tuning, Sentence Tuning, SQL Tuning, Server Tuning, System/Network Tuning으로 나누어 볼 수 있다. 이 중 SQL Tuning 등은 수치적으로 결정되어 이미 존재하는 정보를 이용하기 때문에 구조화된 모델로 표현하기 쉽고 사용자의 다양한 요구에 의해 변화하는 조건들을 수용하기 쉽기 때문에 이에 중점을 두고 성능 문제를 해결하는 데 초점을 맞추었다. 데이터베이스 시스템의 일련의 처리 과정에 따라 DBMS를 구성하는 개체들과 속성, 그리고 연관 관계들이 모델링된다. 데이터베이스 시스템은 Application / Query / DBMS Level의 3개 레벨에 따라 구조화되며, 본 논문에서는 개체, 속성, 연관 관계 및 데이터베이스 튜닝에 사용되는 Rule of thumb들을 분석하여 튜닝 원칙을 포함한 지식의 형태로 변환하였다. 튜닝 원칙은 데이터베이스 시스템에서 발생하는 문제를 해결할 수 있게 하는 일종의 황금률로써 지식 도매인의 바탕이 되는 사실(Fact)과 룰(Rule) 로써 표현된다. Fact는 모델링된 시스템을 지식 도매인의 하나의 지식 개체로 표현하는 방식이고, Rule 은 Fact에 기반을 두어 튜닝 원칙을 지식의 형태로 표현한 것이다. Rule은 다시 시스템 모델링을 통해 사전에 정의되는 Rule와 튜닝 원칙을 추론하기 위해 사용되는 Rule의 두 가지 타업으로 나뉘며, 대부분의 Rule은 입력되는 값에 따라 다른 솔루션을 취하게 하는 분기의 역할을 수행한다. 사용자는 제한적으로 자동 생성된 Fact와 Rule을 통해 튜닝 원칙을 추론하여 데이터베이스 시스템에 적용할 수 있으며, 요구나 필요에 따라 GUI를 통해 상황에 맞는 Fact와 Rule을 수동으로 추가할 수도 었다. 지식 도매인에서 튜닝 원칙을 추론하기 위해 JAVA 기반의 추론 엔진인 JESS가 사용된다. JESS는 스크립트 언어를 사용하는 전문가 시스템[7]으로 선언적 룰(Declarative Rule)을 이용하여 지식을 표현 하고 추론을 수행하는 추론 엔진의 한 종류이다. JESS의 지식 표현 방식은 튜닝 원칙을 쉽게 표현하고 수용할 수 있는 구조를 가지고 있으며 작은 크기와 빠른 추론 성능을 가지기 때문에 실시간으로 처리 되는 어플리케이션 튜닝에 적합하다. 지식 기반 모률의 가장 큰 역할은 주어진 데이터베이스 시스템의 모델을 통하여 필요한 새로운 지식을 생성하고 저장하는 것이다. 이를 위하여 Fact와 Rule은 지식 표현 의 기본 단위인 트리플(Triple)의 형태로 표현된다, 트리플은 Subject, Property, Object의 3가지 요소로 구성되며, 대부분의 Fact와 Rule들은 트리플의 기본 형태 또는 트리플의 조합으로 이루어진 C Condition과 Action의 두 부분의 결합으로 구성된다. 이와 같이 데이터베이스 시스템 모델의 개체들과 속성, 그리고 연관 관계들을 표현함으로써 지식들이 추론 엔진의 Fact와 Rule로 기능할 수 있다. 본 시스템에서는 이를 구현 및 실험하기 위하여 웹 기반 서버-클라이언트 시스템을 가정하였다. 서버는 Process Controller, Parser, Rule Database, JESS Reasoning Engine으로 구성 되 어 있으며, 클라이 언트는 Rule Manager Interface와 Result Viewer로 구성되어 었다. 실험을 통해 얻어지는 튜닝 원칙 적용 전후의 실행 시간 측정 등 데이터베이스 시스템 성능 척도를 비교함으로써 시스템의 효용을 판단하였으며, 실험 결과 적용 전에 비하여 튜닝 원칙을 적용한 경우 최대 1초 미만의 전처리에 따른 부하 시간 추가와 최소 약 1.5배에서 최대 약 3배까지의 처리 시간 개선을 확인하였다. 본 논문에서 제안하는 시스템은 튜닝 원칙을 자동으로 생성하고 지식 형태로 변형시킴으로써 새로운 튜닝 원칙을 파생하여 제공하고, 성능에 영향을 미치는 요소와 함께 직접 Fact과 Rule을 추가함으로써 커스터마이정된 튜닝을 수행할 수 있게 하는 장점을 가진다. 추후 쿼리 자체의 튜닝 및 인텍스 최적화 등의 프로세스 자동화와 Rule을 효율적으로 정의하고 추가하는 방법 그리고 시스템 모델링을 효과적으로 구성하는 방법에 대한 연구를 통해 본 연구를 더욱 개선시킬 수 있을 것이다.

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A Control Method for designing Object Interactions in 3D Game (3차원 게임에서 객체들의 상호 작용을 디자인하기 위한 제어 기법)

  • 김기현;김상욱
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.3
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    • pp.322-331
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    • 2003
  • As the complexity of a 3D game is increased by various factors of the game scenario, it has a problem for controlling the interrelation of the game objects. Therefore, a game system has a necessity of the coordination of the responses of the game objects. Also, it is necessary to control the behaviors of animations of the game objects in terms of the game scenario. To produce realistic game simulations, a system has to include a structure for designing the interactions among the game objects. This paper presents a method that designs the dynamic control mechanism for the interaction of the game objects in the game scenario. For the method, we suggest a game agent system as a framework that is based on intelligent agents who can make decisions using specific rules. Game agent systems are used in order to manage environment data, to simulate the game objects, to control interactions among game objects, and to support visual authoring interface that ran define a various interrelations of the game objects. These techniques can process the autonomy level of the game objects and the associated collision avoidance method, etc. Also, it is possible to make the coherent decision-making ability of the game objects about a change of the scene. In this paper, the rule-based behavior control was designed to guide the simulation of the game objects. The rules are pre-defined by the user using visual interface for designing their interaction. The Agent State Decision Network, which is composed of the visual elements, is able to pass the information and infers the current state of the game objects. All of such methods can monitor and check a variation of motion state between game objects in real time. Finally, we present a validation of the control method together with a simple case-study example. In this paper, we design and implement the supervised classification systems for high resolution satellite images. The systems support various interfaces and statistical data of training samples so that we can select the most effective training data. In addition, the efficient extension of new classification algorithms and satellite image formats are applied easily through the modularized systems. The classifiers are considered the characteristics of spectral bands from the selected training data. They provide various supervised classification algorithms which include Parallelepiped, Minimum distance, Mahalanobis distance, Maximum likelihood and Fuzzy theory. We used IKONOS images for the input and verified the systems for the classification of high resolution satellite images.

An Empirical Study on the Influencing Factors of Perceived Job Performance in the Context of Enterprise Mobile Applications (업무성과에 영향을 주는 업무용 모바일 어플리케이션의 주요 요인에 관한 연구)

  • Chung, Sunghun;Kim, Kimin
    • Asia pacific journal of information systems
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    • v.24 no.1
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    • pp.31-50
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    • 2014
  • The ubiquitous accessibility of information through mobile devices has led to an increased mobility of workers from their fixed workplaces. Market researchers estimate that by 2016, 350 million workers will be using their smartphones for business purposes, and the use of smartphones will offer new business benefits. Enterprises are now adopting mobile technologies for numerous applications to increase their operational efficiency, improve their responsiveness and competitiveness, and cultivate their innovativeness. For these reasons, various organizational aspects concerning "mobile work" have received a great deal of recent attention. Moreover, many CIOs plan to allocate a considerable amount of their budgets mobile work environments. In particular, with the consumerization of information technology, enterprise mobile applications (EMA) have played a significant role in the explosive growth of mobile computing in the workplace, and even in improving sales for firms in this field. EMA can be defined as mobile technologies and role-based applications, as companies design them for specific roles and functions in organizations. Technically, EMA can be defined as business enterprise systems, including critical business functions that enable users to access enterprise systems via wireless mobile devices, such as smartphones or tablets. Specifically, EMA enables employees to have greater access to real-time information, and provides them with simple features and functionalities that are easy for them to complete specific tasks. While the impact of EMA on organizational workers' productivity has been given considerable attention in various literatures, relatively little research effort has been made to examine how EMA actually lead to users' job performance. In particular, we have a limited understanding of what the key antecedents are of such an EMA usage outcome. In this paper, we focus on employees' perceived job performance as the outcome of EMA use, which indicates the successful role of EMA with regard to employees' tasks. Thus, to develop a deeper understanding of the relationship among EMA, its environment, and employees' perceived job performance, we develop a comprehensive model that considers the perceived-fit between EMA and employees' tasks, satisfaction on EMA, and the organizational environment. With this model, we try to examine EMA to explain how job performance through EMA is revealed from both the task-technology fit for EMA and satisfaction on EMA, while also considering the antecedent factors for these constructs. The objectives of this study are to address the following research questions: (1) How can employees successfully manage EMA in order to enhance their perceived job performance? (2) What internal and/or external factors are important antecedents in increasing EMA users' satisfaction on MES and task-technology fit for EMA? (3) What are the impacts of organizational (e.g. organizational agility), and task-related antecedents (e.g., task mobility) on task-technology fit for EMA? (4) What are the impacts of internal (e.g., self-efficacy) and external antecedents (e.g., system reputation) for the habitual use of EMA? Based on a survey from 254 actual employees who use EMA in their workplace across industries, our results indicate that task-technology fit for EMA and satisfaction on EMA are positively associated with job performance. We also identify task mobility, organizational agility, and system accessibility that are found to be positively associated with task-technology fit for EMA. Further, we find that external factor, such as the reputation of EMA, and internal factor, such as self-efficacy for EMA that are found to be positively associated with the satisfaction of EMA. The present findings enable researchers and practitioners to understand the role of EMA, which facilitates organizational workers' efficient work processes, as well as the importance of task-technology fit for EMA. Our model provides a new set of antecedents and consequence variables for a TAM involving mobile applications. The research model also provides empirical evidence that EMA are important mobile services that positively influence individuals' performance. Our findings suggest that perceived organizational agility and task mobility do have a significant influence on task-technology fit for EMA usage through positive beliefs about EMA, that self-efficacy and system reputation can also influence individuals' satisfaction on EMA, and that these factors are important contingent factors for the impact of system satisfaction and perceived job performance. Our findings can help managers gauge the impact of EMA in terms of its contribution to job performance. Our results provide an explanation as to why many firms have recently adopted EMA for efficient business processes and productivity support. Our findings additionally suggest that the cognitive fit between task and technology can be an important requirement for the productivity support of EMA. Further, our study findings can help managers in formulating their strategies and building organizational culture that can affect employees perceived job performance. Managers, thus, can tailor their dependence on EMA as high or low, depending on their task's characteristics, to maximize the job performance in the workplace. Overall, this study strengthens our knowledge regarding the impact of mobile applications in organizational contexts, technology acceptance and the role of task characteristics. To conclude, we hope that our research inspires future studies exploring digital productivity in the workplace and/or taking the role of EMA into account for employee job performance.

Development of Convergence Education (STEAM) Program for High School Credit System (고교학점제를 위한 융합교육(STEAM) 프로그램 개발)

  • Kwon, Hyuksoo;Kim, Eojin;Kim, Jaewoon;Min, JaeSik;Bae, SangIl;Son, MiHyun;Lee, Hyonyong;Choi, JinYoung;Han, MiYoung;Ham, HyungIn
    • Journal of Science Education
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    • v.46 no.1
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    • pp.93-108
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    • 2022
  • The purpose of this study is to develop a STEAM program that can be used in the high school credit system to be fully implemented in 2025, and to examine its validity and effectiveness. The STEAM program analyzed the 2015 revised curriculum centering on science, technology, and engineering through the 2015 revised curriculum analysis, and then selected the five latest issues: hydrogen fuel, climate crisis, data science, appropriate technology, and barista. In accordance with this self-developed program development format (frame), it was developed for seven months through a process of group deliberation. The draft of the STEAM program for 29 sessions of five types, developed to indirectly experience the career path and occupation of high school students, was verified through consultation with 2 STEAM education experts. It was applied at five different high schools for a pilot implementation. As a result of the pilot application, it was confirmed that the students' STEAM attitude significantly improved in the post-test than the pre-test, and the students' high satisfaction with the program was confirmed. In addition, through an interview with the pilot application teacher, it was positively evaluated that 'the content and level of the program are suitable and through experience solving real-life problems, you can apply the content knowledge of related subjects and have an opportunity to experience careers.' Based on the results of the pilot application, the high school credit system STEAM program for students and teachers was finally completed in 29 lessons of five types. Through this study, the development and operation of the next-generation STEAM program that can be applied in the high school credit system should be actively developed, and a plan to improve teachers' professionalism so that the high school credit system can be established and operated properly for blended classes triggered by COVID-19. The necessity of design was suggested. This study is expected to be used as basic data for the development and operation of STEAM programs in the high school credit system, which will be fully implemented in 2025.

A Study on the Effects of Consumer Lifestyle(VALS) on Small Enterprises' Consumers WOM (소상인 점포 이용 소비자의 라이프스타일(VALS)이 구전 효과에 미치는 영향에 관한 연구)

  • Choi, Shin-Hea;Kim, Young-Ki;Kim, Seung-Hee
    • Journal of Distribution Science
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    • v.15 no.12
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    • pp.61-72
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    • 2017
  • Purpose - Despite that the importance of small enterprises' performance in the community has been magnified, no study has been conducted yet on the performance based on consumers directly faced by small enterprises. Accordingly, this study aims to investigate the relationship between the life styles of consumers who use small enterprises' stores by type and the word of mouth(WOM) effects, which are concrete behaviors of consumers. Research design, data, and methodology - The VALS classification system was utilized to classify the types of life styles of consumers who use small enterprises' stores. The consumers were divided into a total of four types. This study was intended to investigate the effects of the types of consumers on the word of mouth(WOM) effects of consumers who use small enterprises' stores along with the effects of consumers' perception of economic situations on their word of mouth(WOM) effects after using small enterprises' stores. Results - The results of the study indicated that among the types of consumers who use small enterprises' stores, the group that pursues faith and the group that pursues knowledge had positive (+) effects on favorable word of mouth(WOM) effects. However, the group that pursues trends and the group that pursues action were shown to have no effect and positive or negative perceptions of economic situations were shown to have no effects of the word of mouth(WOM) effects of users of small enterprises' stores. Conclusions - In this study, as a measure to create small enterprises' performance, word of mouth(WOM) effects on small enterprises' stores according to consumers' consumption behaviors were examined focusing on consumers. Through the study results, the groups of consumers who use small enterprises' stores by type that provide favorable word of mouth(WOM) effects were derived. And This Study aims to investigate the relationship between the four type life styles of consumer who use small enterprises' stores and the word of mouth(WOM) effect. Accordingly This study is significant in that it derived a measure to create small enterprises' performance centering on consumers and that it presented a cornerstone for the establishment of small enterprises at the government level.

An Exploration of Adult Women Health-Behaviors (성인여성의 건강행위에 관한 연구)

  • Kim Myoung Hee;Chon Mi Young
    • Journal of Korean Public Health Nursing
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    • v.16 no.2
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    • pp.239-253
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    • 2002
  • Health care for women regularly focuses on the reproductive system to the exclusion of other health needs. The lack of research focusing on women's common health issues is a major problem to the enhanced optimal level of women's health. Health care providers have to recognize biological and social differences between men and women. This study was conducted to identify the baseline data and their correlation of health perception, health behavior, and health status of adult women for developing nursing intervention. The study was a descriptive correlational design. A convenient sampling method was used for collecting data from 103 adult women, over 18 years of age, during the period from Sep 1 to Nov 30, 2001. The study's subjects were interviewed using a structured questionnaire. The instruments for this study were the health perception scale modified by Lee(1985) based on the tool developed by Ware(1977) and Jenkins (1966), and the health behavior scale by Ko, Kumja(1987). Health status was measured by the short form Cornell Medical Index(CMI) modified by Nam, Hochang(1965). The data were analyzed SPSS PC+, by frequency, mean, t-test, ANOVA, and Pearson correlation coefficients. Also, the Duncan test was utilized for a post hoc test of ANOVA. The results of this study are as follows: 1. The mean score for health perception was 3.02(S.D=0.39) on a 5 point scale. 2. The mean score for health behavior was 3.08(S.D=0.43) on a 5 point scale. 3. The mean score for health status was 18.54 on 58 items. The mean score for physical symptoms of a subscale of health status was 11.30 on 36 items and the mean score for psychological symptoms was 7.37 on 22 items. 4. The relationship of sociodemographic variables to health perception. health behavior, and health status of women.: 1) There were significant differences in the scores of health perception by disease experience(t=-3.37, p=0.00). 2) There were significant differences in the scores of health behavior by age(F=10.52, p=0.00), height(F=4.73, p=0.01), marital status(t=-5.56, p=0.00), educational background(t=2.90, p=0.00), and drinking or non-drinking(t=2.17, p=0.03). 3) There were significant differences in the scores of health status by educational background(t=2.28, p=0.02) and disease experience(t=2.61, p=0.01). 5. Health perception showed significant positive correlation with health behavior(r=0.39, p=0.00). Health perception showed significant negative correlation with health status(r=-0.44, p=0.00), that is, the more women perceived health, the less she complained about unhealthy symptoms. Health behavior had no significant correlation with health status but showed a positive correlation with psychological symptoms of a subscale of health status(r=-0.19, p=0.05). Many of the leading causes of disease are preventable through changes in health perception and behavior. The need to increase individual awareness of relationships among health perception, health behavior, and health status and to enhance knowledge regarding the long-term effects of positive health behaviors, is an important nursing strategy for women's health promotion.

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Development of a Simple In-Situ Data Logger (간단한 현장 데이타 수집장치의 개발에 관한 연구)

  • Yeo, Woo-Kwang;Yoon, Byung-Man;Lee, Jong-Kuk
    • Water for future
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    • v.29 no.2
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    • pp.249-260
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    • 1996
  • There have been easily found a number of examples that misleading or unreasonable measuring data set of physical variables are often produced in the field and the laboratory. The primary reason is that the specific requirements of civil engineers are initially disregarded in designing the experimental apparatus. It results from a lack of mutual understanding and co-operating between the user group and the maker. Therefore, their fundamental knowledge and apprehension become indispensible in order to obtain measuring data with high confidence and good quality In this study it is shortly explained the basic structure and the operation system of the experimental equipments commonly used at the present. A simple measuring set is developed which is quite easy for a general civil engineer to design and operate without any other specialty of mostly electricity electronics. Based upon this requirement, one of data logger named PPDL8 is newly designed by making use of the parallel port in the personal computer, consisting of multi-channels able to measure 8 different point values simultaneously. It can also use many valuable sub-programs existing in PC because the user makes his own programs necessary for measurement, by himself. Of all things, it has a great advantage to increase the applicability of field measurements much larger when adopting the notebook computer to operate with small battery only. In addition this study gives, in fact, the excellent agreements of in-situ field variables by showing their measuring results of temperature, distance and turbidity.

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Information Technology and Environmental Decision-Making (정보 기술과 환경 의사 결정)

  • Woo Chung-Gyoo
    • Journal of Science and Technology Studies
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    • v.1 no.2 s.2
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    • pp.371-398
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    • 2001
  • Sciences and technologies are the sources which have formed presently highly developed civilizations and cultures and have enhanced the quality of human lives. But we see the dark sides of them as well as the bright sides, and we have the consciousness of environmental crisis and destruction of lives caused by them. Thus were are criticisms against human-tropism or technology-tropism from nature-tropism or deep ecology. However, if people would continue to have the desire of enjoying the present quality of their lives, they should try to develop and improve pro-environmental technologies. In this vein, we have the necessity of making environmental decisions and solving environmental problems by information technologies. Since the second half of the last century, 'environment' is the key word because we have the consciousness of environment strongly. As we solve human problems by making decisions of actions, we must face with environmental decisions in order to solve our environmental problems. If we have the better understanding of the nature of information and the role of information technology, and the relation of information technology and decision-making, we are able to design environmental systems and implement their optimal interfaces of environmental components. For this purpose, we are obliged to combine several useful technologies including GIS, DSS, Knowledge-based system and artificial neural networks. Therefore the developments and cooperations of these fields in environmental decision making enables us to live in the better and comfortable surrounding in the near future.

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The Study on the Characteristics of Technology Innovation Activities of High Growth Firms (고성장기업의 기술혁신활동 특성에 대한 연구)

  • KIM, HYEON-CHANG
    • Journal of Korea Technology Innovation Society
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    • v.22 no.1
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    • pp.28-49
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    • 2019
  • This paper explores the characteristics of innovation activities in high growth firms that contribute to national and regional economic growth and job creation. The analysis is based on the 2016 KIS data to analyze the difference in innovation activities between high growth firms and general firms. The main results are as follows: First, high growth firms have a higher proportion of R&D personnel than general firms. Second, high growth firms are actively introducing product innovation, process innovation, and organizational innovation as compared to general firms. In the innovation activities related to product innovation and process innovation, there is no statistically significant difference between high growth companies and general companies except for external R&D. Third, High growth firms are more likely to cooperate with other technology partners than general firms. But, there is no statistically significant difference between high growth firms and general firms in the external knowledge search and the diversity of cooperating partners. Fourth, in terms of protecting innovation, high growth firms are more likely to use all kinds of innovation protection method, such as 'utilizing intellectual property rights', 'maintaining confidentiality', 'adopting complex design methods', 'market preemption ahead of competitors', and the most important means is the intellectual property rights. Fifth, government innovation policies that high growth firms chose as important are 'innovation subsidies and loans', 'acquirement, utilization and protection of intellectual property rights' and 'human resource support'.